Tags
Cavern, Caverns, Crypts, Dungeon, Dungeons & Dragons, Fantasy, Labyrinth Lord, Maps, Megadungeon, Monastery, OSR, River, RPG, Shine, Temple, Tombs, Winter Tombs
When building something so big and interconnected, it is easy to lose track of elevation changes within a map. With the assistance of Martin Leuschen, we tracked down a number of issues with the elevation changes within The Winter Tombs and corrected them.
Thus, I present to you these two new versions of the Winter Tombs maps – one at 1200 dpi at 11″ x 17″ (above) and one set to 70 pixels per square for VTT use (below).
The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month over 600 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!
Reblogged this on DDOCentral.
I noticed two more issues with the elevations, I think. I am using this map for a dungeon crawl and wanted to create a color-coded elevation map. I tried a few times, starting in a new place each try, and ran into the same issues each time.
On the left side, in the middle of the page next to the river, is a cave with rubble. The south exit leads to a room with a hallway north. The west exit leads to a cave above that same hallway. I added a ledge to the west exit that is obscured on the map by another tunnel passing over it. You could otherwise add a set of stairs at the south exit.
I also think the new stairs that were added just east of that same cave should go down, not up, traveling north. I am less sure about that but if I track the elevation in a big loop going south then west to the edge of the map then north to the top of the map and then back through the caves I end up off. I just reversed them and it worked for me.